BW
OperationBrightwater

Release notes

What changed,
version by version.

A plain-language record of what ships with each Brightwater release. The roadmap covers where the campaign is headed next.

View the roadmap
Pre-release versioning

While Brightwater is in the 0.x range, the middle number marks a player-visible capability drop and the last number is for fixes. Git tags look like v0.4.0 and publish a GitHub Release when pushed.

Unreleased

Work that lands after 0.7.0 will be summarized here until the next tagged release.

  • No unreleased highlights yet — see 0.7.0 below for the current snapshot.
0.8.0

Stage-rail UI modernization and deterministic multiplayer formation transport.

  • Modernized the command-room UI while preserving the authoritative simulation boundary.
  • Multiplayer move commands now preserve line, box, column, and wedge formations end to end.
0.7.0

Secure Google sign-in, opt-in replays, and a clearer mobile command deck.

  • Google sign-in now validates OAuth state, verified identity, account linking, suspension, username collisions, and TOTP challenges before creating a session.
  • Replay archival is opt-in per match, server-authoritative, private to participants, and resilient to temporary R2 failures.
  • The Worker uses one configured REPLAYS bucket for replay and cosmetic storage, avoiding duplicate Cloudflare R2 bindings.
  • Mobile battle overlays keep the battlefield clear while preserving a reachable anti-air control.
0.6.2

Offline single-player and test-suite overhaul with determinism re-review.

  • Single-player now 100% offline after first visit — PWA precaches /, /game, /offline and falls back to cached shell; multiplayer stays server-authoritative.
  • Test suite overhauled into domain folders with shared helpers and new determinism/coverage; canonical hash re-reviewed to f4e37650 after doctrine/waypoint/vision scaffolds.
  • Review blockers cleared: Math.random lint ban fixed to no-restricted-properties and test:determinism gate restored to cover canonical baselines.
0.6.1

Review follow-up and roster hardening for 0.6.0.

  • Aligned canonical stateHash/contentHash baselines to 62ba23ae/d10376d4/a4e68562 and expanded roster expectations to 11 models.
  • Fixed Mastiff/Jackrabbit/Thumper model names that previously fell back to Mule/Rifle.
  • Updated progression and balance-study diagnostics to handle expanded roster without miscounting.
  • Hardened release versioning so GAME_VERSION matches the tagged 0.6.1 and /changelog reflects the patch.
0.6.0

Security, handshake, and HUD reliability polish plus new roster.

  • Hardened prefilled-login admin flow and production content-hash handshake.
  • Readable public copy, standalone PWA manifest, and distinct ribbon lanes.
  • Single-row utility rail, timer-backed floating numbers, and camera-synced overlays.
  • Mastiff AA half-track, Thumper mortar, and Jackrabbit jeep join the roster with dedicated models.
0.5.0

Boatyard, Barracks, drones, garrison, and a smarter battlefield.

  • Coastal Boatyard and Dart (cap 6), Barracks with three 13-figure platoons (cap 6), and Drone Pad Wasps (cap 4) — new queued arms.
  • Infantry garrison in towns/ruins for cover and range; HQ now has a land cannon and a real queued tank line.
  • Runway takeoffs roll the full 4× strip and bank a 180 on return; rally points, surrender/timeout, and veterancy 0..3.
  • Deterministic integer-LUT trig, domain-enforced movement, depot-regen and anti-snowball economy fixes.
  • Layered AI (perception → utility → composition → squads → tactics → difficulty → openings → bot ladder).
  • Four deterministic formations, floating numbers, win/loss music, telegraph + counter-hit FX.
  • Production multiplayer protocol v9, host lifecycle, visibility resync, telemetry + 50-match replay proof.
  • Versioned content registry, 12-language i18n, website/HUD/DevTools overhaul, and docs/economy.md.
0.4.0

Scenery variety, public lobbies, and a staff control room.

  • Towns, ruins, three tree and rock silhouettes, and four seed-driven biomes on the same instancing budget.
  • Public multiplayer lobby browse, visual lobby UI, and a radio mixer.
  • Staff AdminCP with users, audit, kill switches, and a browser simulation lab.
  • Economy regen, path smoothing, and support slots that stay clear of blocking scenery.
0.3.0

Command, logistics, and mobile play.

  • Line formations, hull facing, and tactical reverse with smoke concealment.
  • Persistent task-group chips and depot ammunition restock.
  • Touch-first battlefield controls for phones and tablets.
  • Private guest multiplayer lobbies and a quick upgrade dashboard.
  • A compact command codec and desync telemetry for diagnosing multiplayer drift.
0.2.0

Public site, soundtrack, cameras, and a playable deployment.

  • Production deployment path on Cloudflare Workers.
  • Brightwater Radio playlist controls and an 18-track soundtrack.
  • Pinned camera feeds and camera bookmarks.
  • Local development that starts on a fresh checkout without a Cloudflare login.
0.1.0

First tagged snapshot: simulation core, public site, accounts, and field guide.

  • The Brightwater field guide.
  • Core RTS mechanics: land and water units, logistics, combat, AI, diagnostics, and audio.
  • Account platform and public site with registration, sessions, and commander profiles.
  • A hardened multiplayer authority runway.
Looking aheadThese notes are a player-facing summary; the authoritative changelog is CHANGELOG.md in the repository, and the roadmap tracks what is planned next.Check service status →